Research Project · Art Institute of Chicago

AIC Social Third Space

Redesigning the Art Institute’s self-guided app around what 18–25 year olds said would get them in the door: friends, relevance and easy ways to join in.

UX Research

Thematic Coding

Heuristic Evaluation

AI Prototyping

My role

UX Researcher & Designer

Team

4 designers

Timeline

10 weeks · Winter 2026

Result

Coded mobile prototype

Screens from our coded prototype in Figma Make.

The problem

A museum young adults don’t think to visit

The AIC’s visitors skew older and affluent, and few people use its self-guided app. Our brief: attract 18–25 year olds and turn the app into a reason to come back.

“It’s not that I don’t want to go to the museum, it’s just not what I would rather do.”

INTERVIEW PARTICIPANT, 22

× Cost, time and parking come first

× Exhibits feel passive and reading-heavy

× The app is a map, not a reason to go

From one of the interviews I ran.

My role

I led the research and built the coded prototype

Research

Did the most research on our team, from secondary sources to the competitive scan.

Site visit

Visited the Art Institute to observe young visitors and test the current app in the galleries.

Interviews

We each ran interviews. I wrote mine with the funnel technique, then transcribed and coded three.

Prototype

Elevated our concept from static screens to a working, AI-assisted prototype in Figma Make.

What we learned

Five methods, three patterns

We combined secondary research, a competitive scan (MCA’s 21Minus, Elmhurst’s Create With Us, the Science Museum’s Lates), a heuristic review of the AIC app, a site visit and interviews.

Friends are the ticket

No one we talked to planned a solo visit. Museums happen when a friend asks.

“If you have someone there to talk about what you’re reading, it just makes things more interesting.”

Apps are tools, not reasons

People download a museum app for a map or tickets, then delete it.

“I won’t download an app unless I need it.”

Relevance beats permanence

Seeing the same collection twice is a reason to stay home.

“Maybe a current issues exhibit would be nice.”

“The app’s mental model doesn’t match the physical museum.”

Heuristic evaluation · top issue, severity 3.75 of 4

From insights to features

Every insight became one feature

We made the app useful first and social second. Two of my ideas from synthesis, the Year in Art recap and exhibit voting, became core features.

People go with friends

Student-led social workshops

Apps are kept only if useful

Map and artwork audio

They want current, relevant art

Vote on 2027 exhibitions

They trust peers over institutions

SAIC students as hosts

They want something to share

Year in Art recap

Synthesis

Five insights, four How Might We questions

Our affinity map in FigJam. The question we built around: how might we design an app that aids the museum visit instead of distracting from it?

Usability testing

Testers found events fast, but expected more to be tappable

We ran task-based tests on the prototype: sign up for a workshop, find an event on a given date, and find an exhibit on the map.

Found events through the top nav, then the calendar

Events work; make whole calendar cards clickable

Tried to tap exhibits and quick actions on the map

The map needs to be interactive, not a picture

Iteration

We steered away from points and badges

Why

Rewards systems came up in brainstorming, but interviewees were skeptical of gamified apps that pull attention from the art. We prioritized features people could share or shape instead: the Year in Art recap and exhibit voting.

Final design

Useful first, social second

A dark, gallery-like interface with one teal accent keeps the art in front. The map and audio sit one tap away, and social features layer on top.

Home, a student-led workshop, exhibit voting and the Year in Art recap.

• Workshops paired with a matching tour

• Audio by artwork number

• Vote on next year’s exhibits

• Shareable Year in Art recap

This is a class concept, not an AIC product. Events, people and photos in the prototype are placeholders.

Try the prototype →

Results

5

research methods behind one program and app concept

We delivered a program concept built on student-led workshops, plus a working mobile prototype that supports it.

Worked

The event flow tested well

One tester called the home and events pages the best version yet.

Needs work

The map felt static

Testers kept tapping exhibits and quick actions that weren’t interactive yet.

Next

• Interview young adults outside universities, who don’t get in free

• Test whether the app actually increases in-museum use

Reflection

Design for why people show up

Points and badges were the easiest ideas to get excited about, but the interviews kept pointing to friends, relevance and something to share. Next time I’d test that earlier, and with young adults outside of school, since most of our participants already got in free.

NEXT PROJECT

Caterpillar Payload Monitor

Senior Capstone · Industrial interface redesign

→

Research Project · Art Institute of Chicago

AIC Social Third Space

Redesigning the Art Institute’s self-guided app around what 18–25 year olds said would get them in the door: friends, relevance and easy ways to join in.

UX Research

Thematic Coding

Heuristic Evaluation

AI Prototyping

My role

UX Researcher & Designer

Team

4 designers

Timeline

10 weeks · Winter 2026

Result

Coded mobile prototype

Screens from our coded prototype in Figma Make.

The problem

A museum young adults don’t think to visit

The AIC’s visitors skew older and affluent, and few people use its self-guided app. Our brief: attract 18–25 year olds and turn the app into a reason to come back.

“It’s not that I don’t want to go to the museum, it’s just not what I would rather do.”

INTERVIEW PARTICIPANT, 22

× Cost, time and parking come first

× Exhibits feel passive and reading-heavy

× The app is a map, not a reason to go

From one of the interviews I ran.

My role

I led the research and built the coded prototype

Research

Did the most research on our team, from secondary sources to the competitive scan.

Site visit

Visited the Art Institute to observe young visitors and test the current app in the galleries.

Interviews

We each ran interviews. I wrote mine with the funnel technique, then transcribed and coded three.

Prototype

Elevated our concept from static screens to a working, AI-assisted prototype in Figma Make.

What we learned

Five methods, three patterns

We combined secondary research, a competitive scan (MCA’s 21Minus, Elmhurst’s Create With Us, the Science Museum’s Lates), a heuristic review of the AIC app, a site visit and interviews.

Friends are the ticket

No one we talked to planned a solo visit. Museums happen when a friend asks.

“If you have someone there to talk about what you’re reading, it just makes things more interesting.”

Apps are tools, not reasons

People download a museum app for a map or tickets, then delete it.

“I won’t download an app unless I need it.”

Relevance beats permanence

Seeing the same collection twice is a reason to stay home.

“Maybe a current issues exhibit would be nice.”

“The app’s mental model doesn’t match the physical museum.”

Heuristic evaluation · top issue, severity 3.75 of 4

From insights to features

Every insight became one feature

We made the app useful first and social second. Two of my ideas from synthesis, the Year in Art recap and exhibit voting, became core features.

Insight

Feature

People go with friends

→

Student-led social workshops

Apps are kept only if useful

→

Map and artwork audio

They want current, relevant art

→

Vote on 2027 exhibitions

They trust peers over institutions

→

SAIC students as hosts

They want something to share

→

Year in Art recap

Synthesis

Five insights, four How Might We questions

Our affinity map in FigJam. The question we built around: how might we design an app that aids the museum visit instead of distracting from it?

Usability testing

Testers found events fast, but expected more to be tappable

We ran task-based tests on the prototype: sign up for a workshop, find an event on a given date, and find an exhibit on the map.

We saw

What it means

Found events through the top nav, then the calendar

Events work; make whole calendar cards clickable

Tried to tap exhibits and quick actions on the map

The map needs to be interactive, not a picture

Iteration

We steered away from points and badges

Why

Rewards systems came up in brainstorming, but interviewees were skeptical of gamified apps that pull attention from the art. We prioritized features people could share or shape instead: the Year in Art recap and exhibit voting.

Final design

Useful first, social second

A dark, gallery-like interface with one teal accent keeps the art in front. The map and audio sit one tap away, and social features layer on top.

Home, a student-led workshop, exhibit voting and the Year in Art recap.

• Workshops paired with a matching tour

• Audio by artwork number

• Vote on next year’s exhibits

• Shareable Year in Art recap

This is a class concept, not an AIC product. Events, people and photos in the prototype are placeholders.

Try the prototype →

Results

5

research methods behind one program and app concept

We delivered a program concept built on student-led workshops, plus a working mobile prototype that supports it.

Worked

The event flow tested well

One tester called the home and events pages the best version yet.

Needs work

The map felt static

Testers kept tapping exhibits and quick actions that weren’t interactive yet.

Next

• Interview young adults outside universities, who don’t get in free

• Test whether the app actually increases in-museum use

Reflection

Design for why people show up

Points and badges were the easiest ideas to get excited about, but the interviews kept pointing to friends, relevance and something to share. Next time I’d test that earlier, and with young adults outside of school, since most of our participants already got in free.

NEXT PROJECT

Caterpillar Payload Monitor

Senior Capstone · Industrial interface redesign

→